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  #1  
Old March 24th, 2009, 10:31 AM

Illuminated One Illuminated One is offline
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Default Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.

Quote:
Originally Posted by The Demon
When you say NAP do you mean NAP for the whole map? And if so what purpose would it serve?
I think as the game focuses on magic a short NAP will give the noobs time to research something before Hinnom/Niefel stomps over their defenseless troops.

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Originally Posted by Septimius Severus
But how does Mysteria get her revenge in the early age. She must have somehow invoked the spirit of her ancestor Mysterio (who happens to belong to another nation after she fled, and mysterio then called us back into that age. Did you mean Pantokrator?
I don't know does it have to be revenge? You could say that the events here gave rise to Mysteria in the first place or maybe made her evil.
Or you could go along Hindu myth and they that this is not before but after the last game. It's just that the last aeon has ended and in the new aeon everything starts anew with the early age.
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Old March 24th, 2009, 12:08 PM

TheDemon TheDemon is offline
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Default Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.

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Originally Posted by Illuminated One View Post
Quote:
Originally Posted by The Demon
When you say NAP do you mean NAP for the whole map? And if so what purpose would it serve?
I think as the game focuses on magic a short NAP will give the noobs time to research something before Hinnom/Niefel stomps over their defenseless troops.
Sure, it will give time for research, but it will also mean the vets will snap up all the indies quicker than you can blink if they aren't pressured early. A 10 turn NAP will basically eliminate the noob's numbers advantage. It's not like research will be faster or slower with an NAP in effect, and it's pretty much impossible to kill someone in the first 10 turns, so a 10-turn research counter can be reached no matter what the NAP conditions are.

I mean, I'll play under a 10 turn NAP without complaints, but enact one at your peril.
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  #3  
Old March 24th, 2009, 03:13 PM
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Septimius Severus Septimius Severus is offline
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Default Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.

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Originally Posted by TheDemon View Post


Sure, it will give time for research, but it will also mean the vets will snap up all the indies quicker than you can blink if they aren't pressured early. A 10 turn NAP will basically eliminate the noob's numbers advantage. It's not like research will be faster or slower with an NAP in effect, and it's pretty much impossible to kill someone in the first 10 turns, so a 10-turn research counter can be reached no matter what the NAP conditions are.
Well, Illuminated One is correct on the intention of the NAP (of course it would be world-wide). The way I've placed the land nations, it will be at least 10 turns (I estimate) before the vets come into contact with us anyway. The main purpose of the NAP is keep the vet water nation from getting hostile early on, and to allow some research and development. So the idea that if there is no pressure early on the vets will run riot is a moot point. I would recommend at least a 10 turn NAP, however, 15 might be better. I'm sure if we take a vote it'd probably go along team lines, and the noobs might win as we've more votes.
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Old March 24th, 2009, 03:17 PM

quantum_mechani quantum_mechani is offline
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Default Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.

I think it's kind of ironic that the newbs keep pushing so hard for settings that cripple them. I have no problem with the NAP, whatever length, but I totally agree it's to the vets strong advantage.
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  #5  
Old March 24th, 2009, 09:07 PM

TheDemon TheDemon is offline
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Default Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.

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Originally Posted by Septimius Severus View Post
Well, Illuminated One is correct on the intention of the NAP (of course it would be world-wide). The way I've placed the land nations, it will be at least 10 turns (I estimate) before the vets come into contact with us anyway. The main purpose of the NAP is keep the vet water nation from getting hostile early on, and to allow some research and development. So the idea that if there is no pressure early on the vets will run riot is a moot point. I would recommend at least a 10 turn NAP, however, 15 might be better. I'm sure if we take a vote it'd probably go along team lines, and the noobs might win as we've more votes.
I'm fine with any length NAP, but please think it over. A NAP doesn't help with either of those objectives. Under a NAP, the water nation can snatch up land indeps without fear of being driven back into the water, making it more agressive than with no NAP. Research will happen at the same pace whether there is a NAP in place or not.
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  #6  
Old March 25th, 2009, 02:56 AM
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Septimius Severus Septimius Severus is offline
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Default Re: Noobs vs. Vets II: Mysteria's Revenge, EA, CBM, Nation Selection Underway.

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Originally Posted by TheDemon View Post
I'm fine with any length NAP, but please think it over. A NAP doesn't help with either of those objectives. Under a NAP, the water nation can snatch up land indeps without fear of being driven back into the water, making it more agressive than with no NAP. Research will happen at the same pace whether there is a NAP in place or not.
Conversly, with a NAP land nations may snatch up water provinces without fear of being driven back onto land. We (noobs) shall of course, think it over.

This game is/was intended obviously not to be a repeat of the rush type game in close quarters we had the first time around which proved nothing except that 2:1 will always win in that situation.

Should we institute an NAP I expect compliance from all.
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